Virtual Reality (VR) in Gaming Market Revenue and Sales Volume Forecasts Report, 2018-2025
HISTORICAL DATA AVAILABLE

By Component (Gaming software, and Gaming hardware), By Device (Desktop, Smartphone, and Gaming Console), By Region (North America, Europe, APAC and Rest of the World)

  • Report ID : MD1010
  • |
  • Pages : 189
  • |
  • Tables : 76
  • |
  • Formats :

Virtual Reality (VR) in gaming market revenue shall reach value of $49.7 Billion in 2025, growing with a CAGR of 25.8% during the forecast period of 2018 to 2025. In terms of volume sales, the market is anticipated to reach XX Units.

The increasing demand for advanced technology in sports and increasing competition for the creation of more advanced computer games has increased the market growth. User’s expectations in computerized games have increased. Using, this technology, users can interact with virtual environments and elements of the game. The Virtual Reality (VR) environment helps the user to experience the game as if it is a real environment. This technology generates realistic sounds, images and other sensations using virtual reality headset, speed capture methods and game controller, which imitates the user's physical presence in a fictional world. Therefore, virtual reality in gaming refers to those games in which gamers and graphics use HMD, spectacles or gloves and sound technology is used. It imitates real-time environments for various purposes through the game. However, consumers are less aware of this technology and there are some device compatibility problems. Its high cost is also a barrier to the development of the market. The device segment is expected to grow the most during the forecast period. The good quality of this technology is making it more attractive and popular. With the help of this technology, the game can be controlled using Controllers and can be modified according to the user's requirements. The rising trend of using electronic gadgets such as smart phones, tablets and laptops is supporting the market growth. Using virtual reality, users can experience sound and graphics in games where the gamers use HMD (head mounted display), glasses or gloves. Products like gloves and head mounted displays are used so that it can track the movement made by gamers. 

REGIONAL ANALYSIS

North America dominated over the Virtual Reality in gaming market in 2018 and China is expected to grow its market at highest rate during the forecast period. However, the market growth in Asia-Pacific region is certainly very low. Furthermore, Latin America is expected to grow substantially over the forecast period.

SEGMENT ANALYSIS

There is a significant demand for gaming hardware such as motion sensing devices, treadmill, head mounted display. In 2018, the market revenue generated by gaming hardware was more than 60% of total market revenue. Due to the increasing use of the Internet, the use of smart phones is growing at a significant rate. Thus, the Smartphone segment is anticipated to dominate in contributing for the market growth. The gaming console is expected to be the biggest revenue generator in the market. Gaming console processors are specially designed for gaming, which makes gaming better than desktop and Smartphone.
In addition, the gaming console segment is facing big competition from mobile platforms like Android and
apple operating systems. Mobile phones provide a cost-effective platform for gaming and with VR properties such as Google Cardboard, Smartphone can easily be used as VR gaming devices. However, if a player is constantly engaged in VR gaming, then it would be difficult for the player to differentiate between reality and virtual reality and result in intense gaming addiction. Such addiction affects the physical and mental health of a person and thus there is a possibility of decline in the growth of the market during the forecast period.

MARKET PLAYER ANALYSIS

Major market players have been analyzed with coverage on their operating areas, revenues and other strategic aspects. These market players include Linden Labs, Face book/Oculus, Electronic Arts, Samsung Electronics Corporation Limited, HTC Corporation, Google Incorporated, Vituix, Leap Motion Incorporated, Lucid VR and VirZoom Incorporated.

COVERAGE HIGHLIGHTS

Market Revenue Estimation and Forecast (2018 – 2025)
Market Production Estimation and Forecast (2018 – 2025)
Market Sales/Consumption Volume Estimation and Forecast (2018 – 2025)
Breakdown of Revenue by Segments (2018 – 2025)
Breakdown of Production by Segments (2018 – 2025)
Breakdown of Sales Volume by Segments (2018 – 2025)
Gross Margin and Profitability Analysis of Companies
Business Trend and Expansion Analysis
Import and Export Analysis
Regional Analysis and Market Data Breakdown

MARKET SEGMENTATION

By Component Outlook ($Revenue, 2018-2025)

Gaming Software
Gaming Hardware

By Device Outlook ($Revenue, 2018-2025)

Desktop
Smartphone
Gaming Console

By Geographical Outlook ($Revenue, 2018-2025)

North America
Canada
U.S


Europe
U.K
Germany

Asia-Pacific
Japan
China
India

Rest of the World
Middle East and Africa
Latin America

CHAPTER 1. INTRODUCTION
           1.1. RESEARCH METHODOLOGY
                        1.1.1. Data Collection
                        1.1.2. Data Modeling
                        1.1.3. Historical Revenue and Sales Estimation
                        1.1.4. Data Triangulation

           1.2. RESEARCH PROCESS
                        1.2.1. Primary Research
                        1.2.2. Secondary Research
                        1.2.3. Survey Data
                        1.2.4. Validation by In-House Expert
           1.3. VIRTUAL REALITY (VR) IN GAMING MARKET OVERVIEW
                        1.3.1. Research Scope and Market Definition
                        1.3.2. Executive Summary
 
CHAPTER 2. GLOBAL VIRTUAL REALITY (VR) IN GAMING MARKET DEMAND SIDE ANALYSIS
           2.1. VIRTUAL REALITY (VR) IN GAMING MARKET CONSUMPTION VOLUME (MILLION UNITS), 2018 – 2025
           2.2. MARKET CONSUMPTION VOLUME SPLIT BY REGION (MILLION UNITS), 2018 – 2025
           2.3. MARKET CONSUMPTION VOLUME SPLIT BY COUNTRIES (MILLION UNITS), 2018 – 2025
           2.4. MARKET REVENUE (MILLION USD), 2018-2025
           2.5. MARKET REVENUE SPLIT BY REGION (MILLION UNITS), 2018 – 2025
           2.6. VIRTUAL REALITY (VR) IN GAMING MARKET REVENUE SPLIT BY COUNTRIES (MILLION UNITS), 2018 – 2025

CHAPTER 3. GLOBAL VIRTUAL REALITY (VR) IN GAMING MARKET SUPPLY SIDE ANALYSIS
           3.1. VIRTUAL REALITY (VR) IN GAMING MARKET PRODUCTION VOLUME (MILLION UNITS), 2018 – 2025
           3.2. MARKET PRODUCTION VOLUME SPLIT BY REGION (MILLION UNITS), 2018-2025
           3.3. MARKET PRODUCTION VOLUME SPLIT/RANKING BY COUNTRIES (MILLION UNITS), 2018 – 2025

CHAPTER 4. GLOBAL VIRTUAL REALITY (VR) IN GAMING MARKET COMPETITIVE SCENARIO & BUSINESS OPPORTUNITY ANALYSIS
          4.1. COMPETITIVE STRENGTH RANKING BY MAJOR COUNTRIES, 2018 
          4.2. MARKET ATTRACTIVENESS RANKING BY MAJOR COUNTRIES, 2018 - 2025
          4.3. EMERGING BUSINESS OPPORTUNITIES AND GROWTH PROSPECTS
                        4.3.1. Growth Drivers 
                        4.3.2. Market Restraints 
                        4.3.2. Opportunities 

CHAPTER 5. GLOBAL VIRTUAL REALITY (VR) IN GAMING MARKET ENTRY STRATEGIES
         5.1. ENTRY STRATEGIES IN DEVELOPING MARKETS
         5.2. ENTRY STRATEGIES IN DEVELOPED MARKETS

CHAPTER 6. GLOBAL VIRTUAL REALITY (VR) IN GAMING MARKET BY COMPONENT
         6.1. SEGMENT OUTLINE 
         6.2. REVENUE SHARE BY COMPONENT, $MILION, 2018 – 2025
         6.2. CONSUMPTION SHARE BY COMPONENT, MILLION UNITS, 2018 - 2025
         6.3. PRODUCTION SHARE BY COMPONENT, MILLION UNITS, 2018 – 2025
         6.4. GAMING SOFTWARE
                        6.4.1. Market determinants and trend analysis
                        6.4.2. Market revenue, sales and production volume, 2018 – 2025
         6.5. GAMING HARDWARE
                        6.5.1. Market determinants and trend analysis
                        6.5.2. Market revenue, sales and production volume, 2018 – 2025
CHAPTER 7. GLOBAL VIRTUAL REALITY (VR) IN GAMING MARKET BY DEVICE
         7.1. SEGMENT OUTLINE 
         7.2. REVENUE SHARE BY DEVICE, $MILION, 2018 – 2025
         7.2. CONSUMPTION SHARE BY DEVICE, MILLION UNITS, 2018 - 2025
         7.3. PRODUCTION SHARE BY DEVICE, MILLION UNITS, 2018 – 2025
         7.4. DESKTOP
                        7.4.1. Market determinants and trend analysis
                        7.4.2. Market revenue, sales and production volume, 2018 – 2025
         7.5. SMARTPHONE
                        7.5.1. Market determinants and trend analysis
                        7.5.2. Market revenue, sales and production volume, 2018 – 2025
         7.6. GAMING CONSOLE
                        7.6.1. Market determinants and trend analysis
                        7.6.2. Market revenue, sales and production volume, 2018 – 2025
CHAPTER 8. GLOBAL VIRTUAL REALITY (VR) IN GAMING MARKET BY REGIONS
          8.1. REGIONAL OUTLOOK 
          8.2. MARKET PRODUCTION, CONSUMPTION & REVENUE BY REGION, 2018-2025
          8.3. NORTH AMERICA
                        8.3.1. Current Trends and Future Prospects  
                        8.3.2. North America market revenue, sales and production volume, 2018 – 2025
                        8.3.3. U.S.
                                 8.3.3.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025) 
                                 8.3.3.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
                                 8.3.3.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
                        8.3.4. Canada
                                 8.3.4.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025) 
                                 8.3.4.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
                                 8.3.4.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
                        8.3.5. Mexico
                                 8.3.5.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025) 
                                 8.3.5.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
                                 8.3.5.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
          8.4. EUROPE
                        8.4.1. Current Trends and Future Prospects  
                        8.4.2. Europe market revenue, sales and production volume, 2018 – 2025
                        8.4.3. U.K
                                 8.4.3.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025) 
                                 8.4.3.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
                                 8.4.3.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
                        8.4.4. Germany 
                                 8.4.4.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025) 
                                 8.4.4.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
                                 8.4.4.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
                        8.4.5. France 
                                 8.4.5.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025) 
                                 8.4.5.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
                                 8.4.5.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
                        8.4.6. Italy 
                                 8.4.6.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025) 
                                 8.4.6.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
                                 8.4.6.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
                        8.4.7. Rest of Europe 
                                 8.4.7.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025) 
                                 8.4.7.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
                                 8.4.7.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
          8.5. ASIA PACIFIC 
                        8.5.1. Current Trends and Future Prospects  
                        8.5.2. Europe market revenue, sales and production volume, 2018 – 2025
                        8.5.3. India
                                 8.5.3.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025) 
                                 8.5.3.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
                                 8.5.3.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
                        8.5.4. Japan
                                 8.5.4.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025) 
                                 8.5.4.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
                                 8.5.4.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
                        8.5.5. China
                                 8.5.5.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025) 
                                 8.5.5.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
                                 8.5.5.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
                        8.5.6. South Korea  
                                 8.5.6.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025) 
                                 8.5.6.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
                                 8.5.6.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
                        8.5.7. Rest of APAC 
                                 8.5.7.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025) 
                                 8.5.7.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
                                 8.5.7.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
          8.6. REST OF THE WORLD  
                        8.6.1. Current Trends and Future Prospects  
                        8.6.2. Europe market revenue, sales and production volume, 2018 – 2025
                        8.6.3. Latin America  
                                 8.6.3.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025) 
                                 8.6.3.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
                                 8.6.3.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
                        8.6.4. Middle East  
                                 8.6.4.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025) 
                                 8.6.4.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
                                 8.6.4.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
                        8.6.5. Africa  
                                 8.6.5.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025) 
                                 8.6.5.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
                                 8.6.5.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)

CHAPTER 9.  KEY VENDOR PROFILES
        9.1. Linden Labs
                      9.1.1. Company overview
                      9.1.2. Portfolio Analysis 
                      9.1.3. Estimated revenue from virtual reality (VR) in gaming business and market share
                      9.1.4. Regional & business segment Revenue Analysis 
        9.2. Face book/Oculus
                      9.2.1. Company overview
                      9.2.2. Portfolio Analysis 
                      9.2.3. Estimated revenue from virtual reality (VR) in gaming business and market share
                      9.2.4. Regional & business segment Revenue Analysis 
        9.3. Electronic Arts
                      9.3.1. Company overview
                      9.3.2. Portfolio Analysis 
                      9.3.3. Estimated revenue from virtual reality (VR) in gaming business and market share
                      9.3.4. Regional & business segment Revenue Analysis 
        9.4. Samsung Electronics Corporation Limited
                      9.4.1. Company overview
                      9.4.2. Portfolio Analysis 
                      9.4.3. Estimated revenue from virtual reality (VR) in gaming business and market share
                      9.4.4. Regional & business segment Revenue Analysis 
        9.5. HTC Corporation
                      9.5.1. Company overview
                      9.5.2. Portfolio Analysis 
                      9.5.3. Estimated revenue from virtual reality (VR) in gaming business and market share
                      9.5.4. Regional & business segment Revenue Analysis 
        9.6. Google Incorporated
                      9.6.1. Company overview
                      9.6.2. Portfolio Analysis 
                      9.6.3. Estimated revenue from virtual reality (VR) in gaming business and market share
                      9.6.4. Regional & business segment Revenue Analysis 
        9.7. Vituix
                      9.7.1. Company overview
                      9.7.2. Portfolio Analysis 
                      9.7.3. Estimated revenue from virtual reality (VR) in gaming business and market share
                      9.7.4. Regional & business segment Revenue Analysis 
        9.8. Leap Motion Incorporated
                      9.8.1. Company overview
                      9.8.2. Portfolio Analysis 
                      9.8.3. Estimated revenue from virtual reality (VR) in gaming business and market share
                      9.8.4. Regional & business segment Revenue Analysis 
        9.9. Lucid VR
                      9.9.1. Company overview
                      9.9.2. Portfolio Analysis 
                      9.9.3. Estimated revenue from virtual reality (VR) in gaming business and market share
                      9.9.4. Regional & business segment Revenue Analysis 
        9.10. VirZoom Incorporated
                      9.10.1. Company overview
                      9.10.2. Portfolio Analysis 
                      9.10.3. Estimated revenue from virtual reality (VR) in gaming business and market share
                      9.10.4. Regional & business segment Revenue Analysis 
 

PURCHASE OPTIONS

20% Free Customization ON ALL PURCHASE

*Terms & Conditions Apply

Request Free Sample

Please fill in the form below to Request for free Sample Report

  • Office Hours Mon - Sat   10:00 - 16:00

  • Call Us +91 6201075429

  • Send Us Mail sales@marketdecipher.com